Friendly reminder: Please don't respond to spammers! Their posts inevitably get memory-holed when staff get around to, leaving behind an inexplicable tableau of you shouting at nothing and (if they otherwise would have been alone in a thread) dangling posts and wrong postcounts.

Its not my work thats the issue, you are using outdated emulators, or poorly constructed emulator ports for gaming consoles. I am using the mmc5 mapper, a very tough sophisticated mapper, that lots of gaming console nes emu ports cannot handle.

The only known gaming console nes emulator, that can play a 2mb mmc5 rom, is the Nestopia core within the RetroArch emulator pack for either the Wii or WiiU. I also think for the original Xbox, one of the most recent updated nes emu ports might play it.

To any others that play this rom, only submit graphical glitches and errors unless it happens on the latest builds of FCEUX, Nintendulator, Nestopia.

My work plays perfectly on all those emus, and since Nintendulator & Nestopia display it and play it correctly, that means its perfect for an authentic nes system.

I wish emulator developers would update their ports to the consoles they male it for. I still have my psp, using the old dark Alex cfw, I don't have a ps3 anymore, but I used to have multiman on it, and load up RetroArch. I guess I need to add a disclaimer like I did for Legend of Link, on which emulators to use for this game.

Progress is very slow. There is a lot of work going into this, which is what I was afraid of since I don't have as much free time. But last night, I got a pretty decent amount of code done just for Super Mario Bros.

The way that this needs to be done, is the continue/save/quit menu needs to be all in sprites, because I want to avoid major work in writing/updating vram routines for the display. It may look a bit ugly, but I'm not looking for cosmetic awards, I just want to be able to get the job done.

As of right now, I'm able to save the desired ram registers to sram. I do not have a loading routine. The reason why it's taking longer than expected, is because I have look through and edit code in each of the 4 games within my multirom. I also need to make sure I don't screw any original routines up, when I attempt to insert my sram loading routines.

I will upload a very quick video, showing the menu in action.

I will also upload screenshots of my .sav file open, showing the save contents.

The .sav file is 32kb. The way that this is going to work, is each of the 4 games in my multirom, will have 4 individual save files, just like the original snes all-stars. I cannot save to $6000-$7FFF, because that is used by smb2j/smb2u/smb3, for various level things and asm, etc.

So, I came up with a solution which indeed works. MMC5 allows you to swap in/out all of $6000-$7FFF using the register $5113. I will only be using the 01 page of $5113 for my sram, for all 4 games. Each game will be using every 100 bytes within the sram, in 4 sections. When I say 100 bytes, I mean the various amounts of registers will reside within a 100 byte section of sram, there is no game that will have 100 bytes of registers stored, however, smb3 comes close with around E0 bytes. As of right now, Super Mario Bros. uses $6000 for file 1, $6100 for file 2, $6200 for file 3, $6300 for file 4.

My current asm, when the cursor is on either save/continue or save/exit, I swap out the 00 page of $5113, I load the 01 page of $5113, I then load the desired ram registers, and, depending on which save file you are on (I use $5FFF as the determining register) the ram registers are then stored into sram, then when that's done, I restore the 00 page of $5113, so that there is no crashes when exiting the routine.

Linking all of you to a video I just made, demonstrating my code for loading 4 individual sram files, and constructing they're specific contents into vram, over the Super Mario Bros. logo. So far this is only for that game. I have not created any sram load and store to ram routines. I just want to get all the vram crap out of the way. Super Mario Bros. 3 is going to be a bit tricky, since my vram will be overlapping two different palette attributes, soooo, idk, heh. But at least progress is being made.

I was informed on some incorrect/missing asm from my smb2j rom, of incorrect palettes for the GREEN spring board, and RED piranha plants in Worlds 4 and on. The original .fds swaps out the palettes with asm. The asm in the rom im working with, had some $BIT opcode usage, but it wasn't cutting it. So I was able to decipher where the palette table was, and I've stored it into $5C00-$5FFF exram, so that the proper swaps take place. I watched it myself swap on its own, when I came to the GREEN springboard, and RED piranha plants.

I was also informed on Luigi's physics, that he slides more than Mario does. I was able to watch how the .fds performs this. What it does, is when you are Luigi, the game forces an RTS over the area, that controls the sliding for Mario. When it's disabled for Luigi, he slides way more than Mario does. So I setup asm within my ExRAM, to allow both Mario & Luigi to have individual sliding mechanics, just like in the .fds game.

I have not experienced any issues with smb2u, and I'm currently working on SRAM support for that title. Are you using the up to date pc emulators for FCEUX, nestopia, nintendulator? If so, please submit a video, if not, give exact details as to how to trigger the issue, thank you.

Posted by Model FZxNostalgia NES for Android, and I believe thats a port of NESTopia. The issue doesnt take much for me: just select SMB2us, select a character, and experience the falldom. I have pictures.

Also, how is Peach a playable character? Isnt she the ome being kindnapped O.o

She was never kidnapped in smb2, remember mario is in subcon land so she is on different turf defeating a lunatic dream demon that shoots scrubbing bubbles.
Also years later on the ds she didn't get kidnapped, super princess peach.

Posted by Model FZxNostalgia NES for Android, and I believe thats a port of NESTopia. The issue doesnt take much for me: just select SMB2us, select a character, and experience the falldom. I have pictures.

Also, how is Peach a playable character? Isnt she the ome being kindnapped O.o

Try my latest work, on the latest FCEUX, Nestopia, or Nintendulator PC emulators. I'm using the MMC5 mapper for my work, which is very advanced, and not a lot of non pc emulators have it correctly emulated. I cant do anything for you on this matter, it's up to the author of the emulator ports, to properly emulate the MMC5.

UPDATE

Just finished the SRAM for Super Mario Bros. 2 All that is left is Super Mario Bros. 3 to have new SRAM asm. And very good news in regards to the N-Card game. I now know why my old sram was creating multiple n-card games. I read a document by Southbird, on where to look to find the n-card score registers. I fooled around with them, to re-create the n-card glitch, and I was able to do so. So now I know what to do with the N-cards in regards to sram.

SRAM is complete! :-D Super Mario Bros. 3 was the most difficult to get working properly. I'm very excited with what is able to be saved and restored! I will release a full list for what can be saved and restored within each game, when I release the final version.

As of right now, all that is left is to design the vram sram, for the Super Mario Bros. 3 logo, where you select the 4 Mario games. This one is going to be a bit tricky, since that games logo tiles are massive, so I need to create a whole new table to stick in for the vram FILE menu.

I'm also doing checks with Nintendulator & Nestopia, to make sure the sram for Mario 3 is working correctly, and so far its flawless on those emulators.

Mario 3 is going to be fun! :-) I'm actually looking forward to playing it myself. :-)